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Main Site => News => Topic started by: fromhell on February 23, 2010, 03:04:01 PM



Title: 0.8.5 patch released!
Post by: fromhell on February 23, 2010, 03:04:01 PM
- UI restyling by Udi. In case you have not noticed, OA is now blue!
- New effects: rocket smoke, shotgun sparks, flares.
- New maps include:
 * am_underworks, am_underworks2, hydronex2 from ArmageddonMan
 * blitzkrieg3 from ArmageddonMan and Boczeq
 * oa_koth2 from cosmo
 * ps9ctf, ps37ctf from PsYthe
- Map improvments include ctf_compromise, ctf_gate1, ctf_inyard and oa_minia
- Angelyss team skins are more colorful
- 3 new player skins, one for Beret, one for Assassin and one for Angelyss
- New inclusion of the 'Challenge' system. Read here for details about it (http://code.google.com/p/oax/wiki/Challenges).
- Empty servers without humans with 'only humans' set is now really really empty
- Voting menu
- Different styles of weapon bars
- Various gameplay bugs fixed, like LMS survivor bug,
- New server admin system as explained here (http://code.google.com/p/oax/wiki/Admin).
- Bots are much improved and understand the gameplay objectives better of the latter gametypes (Harvester, Overload, etc)


Title: Re: 0.8.5 patch released!
Post by: fromhell on February 23, 2010, 03:06:04 PM
Is my summary okay?


Title: Re: 0.8.5 patch released!
Post by: baud123 on February 23, 2010, 03:08:48 PM
just add mirrors to the post ;-)

and perhaps the "usual" procedure to apply it

b2a0437da751cd50dd2351ed9e0c4e9d  oa085p.zip

http://download.tuxfamily.org/openarena/rel/085/oa085p.zip

you can have download stats (generated once a day) at http://stats.download.tuxfamily.org/openarena/

I updated (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Download_Mirrors with   http://openarena.ws/download.php?list.60  (main mirrors) to keep counter increasing :p


Title: Re: 0.8.5 patch released!
Post by: fromhell on February 23, 2010, 03:12:20 PM
On the front page there's a 'current release box' that leads to the download for it which has a list of mirrors. Only two - tuxfamily (primary) and moddb.


Title: Re: 0.8.5 patch released!
Post by: MIOW on February 23, 2010, 03:42:49 PM
yay! \o/


Title: Re: 0.8.5 patch released!
Post by: RMF on February 23, 2010, 03:44:50 PM
Is my summary okay?
No. Black name isn't working.

Whoever made that, she is insane (also if she's a guy).
And then the no-mac problem... 1/3 of our clan has mac


Title: Re: 0.8.5 patch released!
Post by: Udi on February 23, 2010, 04:19:25 PM
How do I trigger the new flares? They are not the default, and r_flaredlight and r_lensReflections taken from the SVN commits topic (http://openarena.ws/board/index.php?topic=1945.msg28820#msg28820) don't exist. If the ETA for 0.8.6 is really March, there's no reason to worry, a lot of fixes can be made and a Mac build could also come.


Title: Re: 0.8.5 patch released!
Post by: [uM]Cyberdemon on February 23, 2010, 04:25:45 PM
wow nice to hear that!

i like the grey style of the menu and above all the game provides a pool of playable ctf maps!


Title: Re: 0.8.5 patch released!
Post by: MIOW on February 23, 2010, 04:32:19 PM
So far 2 issues:

- I don't know how to get HEX color codes to work... the way described here doesn't work for me at least http://openarena.ws/board/index.php?topic=3095.msg26352#msg26352
 (original black color code ^^8 also doesn't work in the nickname and it gives orange instead).

- I don't know the name for cvar that locks r_vertexLight and other gfx tweaks by default.


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on February 23, 2010, 04:38:29 PM
That way of coloring was never implemented in OA's VMs.

The cvar is videoflags and works as described here: http://openarena.ws/board/index.php?topic=1908.msg25566#msg25566. The cvar name is changed since that beta.


Title: Re: 0.8.5 patch released!
Post by: MIOW on February 23, 2010, 04:45:31 PM
Thanks a lot for clearing things up, Neon_Knight :)


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on February 23, 2010, 04:50:46 PM
^^

I'll be posting a mirror to this version ASAP.
If you have 0.8.5 RC1, delete it before installing this new version.


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 23, 2010, 04:53:43 PM
Two very not critically bugs:
It says OAX in the corner (my fault, not worth to fix because it would break pure check)
The Linux binaries have timestamps from 3. January suggesting that they are from before the new flares was added. This can be fixed without breaking anything, but just in case people complain that they cannot find it.

Server admins should as minimum be aware of two new cvars (one mentioned while writing this):
videoflags 7
pmove_float 1

videoflags should be changed from 7 to 3 to allow vertexlight. Change to 1 to allow special configurations. Changing to 0 should never be required but is an option. The default is 7 by request but change it to suit your audience.
pmove_float prevents rounding errors from affecting movement. This goes both ways, some will gain height, some will loose it. Some might not like it.

Remember that the old binaries still work, so Mac players can play. A 0.8.5 player can join a pure 0.8.1 server.


Title: Re: 0.8.5 patch released!
Post by: Haverford on February 23, 2010, 05:00:00 PM
So all this hype about "no Mac version" - Why can't we Mac people just replace the RC1 (if we have it) with the pak6-patch.pk3? (This would require renaming it to pak7-patch.pk3 since pak6 is "misc" and I don't want to cause internal problems)

The .zip includes that pk3 and a bunch of other stuff, but for us Mac people...couldn't we just copy over the patch and take advantage of the updates that way?


Title: Re: 0.8.5 patch released!
Post by: JockeTF on February 23, 2010, 05:02:35 PM
Nice release! Keep up the good work! :)


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 23, 2010, 05:04:11 PM
The .zip includes that pk3 and a bunch of other stuff, but for us Mac people...couldn't we just copy over the patch and take advantage of the updates that way?
Yes you can.


Title: Re: 0.8.5 patch released!
Post by: Haverford on February 23, 2010, 05:07:32 PM
...then I should get on telling people to quit whining.

Most of my clan is Mac people. They apparently don't know to read this site in full to find out what is and isn't true/rumors. :P

So - there is no difference in gameplay and such if I just copy over the patch to my baseoa? Or is the Windows/Linux client updated to include stuff that I, on my Mac, won't see?


Title: Re: 0.8.5 patch released!
Post by: Jiminy on February 23, 2010, 05:13:00 PM
Official Mirror (with counter):

http://ninclan.co.cc/downloads/comment.php?dlid=4&ENGINEsessID=b418c9a6bcb4f84f4bed3539a9e37479


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 23, 2010, 05:18:06 PM
Or is the Windows/Linux client updated to include stuff that I, on my Mac, won't see?
The console can be transparent and the size can be changed with a CVAR.
The windows version has new flares.

Nothing that breaks anything. 0.8.1 binaries still work. You could just autodownload the patch and it would work.


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 23, 2010, 05:37:11 PM
Thanks for the hard work, people!!! :) Hopefully everyone upgrades soon!

To motivate the upgrades, here's the very first 0.8.5 server, courtesy of ::FF:: team:

**::FF:: CTF 0.8.5!!!**
http://dpmaster.deathmask.net/?game=openarena&server=69.164.214.37:27962

Hurry up and get the patch so you can connect.

::FF:: is an all-girl Openarena team, learn more at http://lesfemmesfatales.webs.com/ (http://lesfemmesfatales.webs.com/).


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 23, 2010, 06:22:36 PM
For those interested, here's the list of maps that are included in the 0.8.5 patch:

Code:
am_underworks
am_underworks2
blitzkrieg3
ctf_compromise
ctf_gate1
ctf_inyard
hydronex2
oa_koth2
oa_minia
oa_reptctf11
ps37ctf2
ps9ctf

My question to those who know:

How do I set up sprees on a server? I found sprees.dat but not sure how to set it up for the server (or is it client-only?). Here's sprees.dat:

Code:
//Example spree file

//Here are the killsprees
[kspree]
level = 1
printpos = 2
message = [n] is on a killing spree with [k] kills
sound = sound/feedback/excellent.wav

//Add more kill sprees here (level 2,3,4 etc.)

//Here comes death sprees. Useful to get people to leave your server
//[dspree]
//level = 1
//printpos = 2
//message = [n] keeps on fighting despite [k] deaths
//sound = sound/feedback/humiliation.wav

//Add more death sprees here (level 2,3,4 etc.)

My other question is:

bot_nochat var have not been fixed (my observation) - bots still chat even when bot_nochat is set to 1. Anyone can confirm?


Title: Re: 0.8.5 patch released!
Post by: ... on February 23, 2010, 08:13:22 PM
Question.

Me and a few others were playing on the FF server with the new patch. And we noticed that we cannot jump the bridge on ps37ctf even with /com_maxfps 125 set. Me nor anyone else never had this problem in 0.8.1

Anyone know what could be the cause?


Title: Re: 0.8.5 patch released!
Post by: Udi on February 23, 2010, 08:23:57 PM
0.8.5 has fps independent physics. I guess the default is "accurate" (pmove_float?) which allows smaller jumps. Try (or rather the server should be set to) pmove_msec 9 or pmove_msec 13, I've tested them on ps37ctf.


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 23, 2010, 08:51:39 PM
I've changed pmove_msec from 8 to 11 (which is apparently the new default for 0.8.5). This should hopefully fix the physics. If not then I'll try 13. Thanks Udi!


Title: Re: 0.8.5 patch released!
Post by: RMF on February 24, 2010, 01:32:31 AM
So all this hype about "no Mac version" - Why can't we Mac people just replace the RC1 (if we have it) with the pak6-patch.pk3? (This would require renaming it to pak7-patch.pk3 since pak6 is "misc" and I don't want to cause internal problems)

The .zip includes that pk3 and a bunch of other stuff, but for us Mac people...couldn't we just copy over the patch and take advantage of the updates that way?
So just update the /openarena-0.8.1/baseoa folder with the patch and then the mac version should work? Then basicly the patch also works on mac, but the mac app is just not updated right?


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on February 24, 2010, 06:38:57 AM
I updated most ROFL servers :

- Instantgib : http://dpmaster.deathmask.net/?game=openarena&server=91.121.63.224:27960
- Allrockets CTf : http://dpmaster.deathmask.net/?game=openarena&server=91.121.63.224:27962
- A few DM maps : http://dpmaster.deathmask.net/?game=openarena&server=212.85.158.133:27980
- For beginner players : http://dpmaster.deathmask.net/?game=openarena&server=212.85.158.133:27981
- CTF 4 Fishes : http://dpmaster.deathmask.net/?game=openarena&server=91.121.201.15:27961

I had some issue with character colors, then it disappeared ...
Normal issue: I had to remove double characters for colors in server browser (^^66ROFL^^77   ... now ^6ROFL ^7)
And I had a few problems with textures, on oa_ctf2 (grey squares here and there, near the flag), and still that blue glitch on oa_ctf4ish teleporters.

Thanks baud for the upload. I went aware late of 0.8.5 coming out by checking my phoronix RSS feeds ;)

I hope everything goes fine ..

@lei, I think you forgot the major updates which were made to OAX, and the new 2D gfx, and the blue theme of course, I may also forget stuff


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 24, 2010, 09:59:20 AM
@RMF:
Yes

@Cacatoes:
I can see the blueish theme.
The double characters in server names was removed. It was a fix for a workaround for a limitation for a simplification and served no purpose other than break the line alignment in mods.


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 24, 2010, 11:08:27 AM
@vindimy
SharpestTool has described sprees here:
http://code.google.com/p/oax/wiki/Configuring_Sprees
(this should be moved to the OA wiki now that 0.8.5 is released)
They are pure serverside to allow servers to make themself unique.

Try bot_nochat 2 or 3 to silence the bots. bot_nochat 1 only disabled random chat.

pmove_msec is ignores if pmove_float is on. pmove_float uses true Q3 physics meaning you jump a little higher than at 91 fps but a little lower than 125 fps. This can be offset by changing g_gravity. It is recommended to disable pmove_fixed if pmove_float is enabled. pmove_fixed has a problem with dropping sounds if the client's fps are lower than the server emulates.


Title: Re: 0.8.5 patch released!
Post by: NetMassimo on February 24, 2010, 11:36:28 AM
Well done! Many thanks to all the OA team!


Title: Re: 0.8.5 patch released!
Post by: ios on February 24, 2010, 11:51:23 AM
alright thanks for the update ^^


Title: Re: 0.8.5 patch released!
Post by: Pain on February 25, 2010, 05:47:56 AM
Question.

Me and a few others were playing on the FF server with the new patch. And we noticed that we cannot jump the bridge on ps37ctf even with /com_maxfps 125 set. Me nor anyone else never had this problem in 0.8.1

Anyone know what could be the cause?

same problem here ^^

i tried a few thing (like the ones already mentioned ... pmove etc.).



Title: Re: 0.8.5 patch released!
Post by: ... on February 25, 2010, 05:53:34 AM
Question.

Me and a few others were playing on the FF server with the new patch. And we noticed that we cannot jump the bridge on ps37ctf even with /com_maxfps 125 set. Me nor anyone else never had this problem in 0.8.1

Anyone know what could be the cause?

same problem here ^^

i tried a view thing (like the ones already mentioned ... pmove etc.).

In single player mode if you set the physics to "Fixed Framerate 125Hz" and pmove_msec 9 i was able to jump the bridge. :P I'm not sure what cvar server admins would use to set physics to "Fixed Framerate 125Hz"


Title: Re: 0.8.5 patch released!
Post by: iSubaru on February 25, 2010, 11:06:10 AM
Yepii
New version out :)
I will update right away
This game really can overcome Quake III ^_^ (if didn't yet xD)


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 25, 2010, 02:24:27 PM
I'm not sure what cvar server admins would use to set physics to "Fixed Framerate 125Hz"
pmove_fixed 1
pmove_msec 8
pmove_float 0

or one could use
pmove_float 1
g_gravity ~750
(I have not discovered the exact gravity setting that 125 fps normally results in)


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 25, 2010, 02:46:03 PM
@sago007, thanks a lot for all clarifications.

i've changed **FF CTF** settings to what sago007 recommended:

seta pmove_fixed "0" // no fixed
seta pmove_msec "11" // (new default in 0.8.5)
seta pmove_float "1" // yes float (new in 0.8.5)
seta videoflags "1"

(videoflags "1" supposed to give players freedom in video config, afaik).

in addition, physics are now set to the following:

seta g_speed "320"      // default 320
seta g_gravity "750"    // default 800
seta g_knockback "1000" // default 1000

i have yet to test whether i can jump to the same surfaces as before, but i think i can trust sago007 when it comes to advice :)


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 25, 2010, 02:53:16 PM
This is strange: When I set g_gravity to non-default value in default.cfg and then launch oa_ded.i386, it reports upon loading the first map in rotation:

Code:
broadcast: print "Server: g_gravity changed to 800\n"

Then when I issue "g_gravity 750" command, it reports

Code:
broadcast: print "Server: g_gravity changed to 750\n"

I confirmed that this behavior is in 0.8.1 and 0.8.5. I am sure that I'm not setting g_gravity anywhere else:

Code:
-r--r--r-- 1 root      openarena    0 Jan 27 22:43 autoexec.cfg
-r--rw-r-- 1 root      openarena 4706 Feb 25 20:51 default.cfg
-r--rw-r-- 1 root      openarena 1869 Feb 15 20:13 maps.cfg
-r--rw-r-- 1 root      openarena  150 Feb 20 21:25 motd.cfg
-r--r--r-- 1 root      openarena    0 Dec  7 23:30 q3config_server.cfg

(i think the above needs to be moved to a separate thread...)


Title: Re: 0.8.5 patch released!
Post by: cosmo on February 25, 2010, 03:37:20 PM
Thanks fromhell. Finally - this is great!

Just had my first 1on1 on oa_minia.


Title: Re: 0.8.5 patch released!
Post by: CorteX on February 26, 2010, 06:05:25 PM
Okay here are my findings...

As mentioned, the physics. It jumps as if we're on default fps, I hope admins of all servers follow the steps as explained above to fix that.

Still can't get vertexlight to work. Am I stupid :)

And.. /serverstatus gives a total quitbug to desktop

Anyway i love the new rocketsmoke, and i finally got rid of my mouseclick latency. No new hitsound :( But hey all in all it's allright...

cortex


Title: Re: 0.8.5 patch released!
Post by: Gatos on February 26, 2010, 10:54:24 PM
I updated most ROFL servers :

- Instantgib : http://dpmaster.deathmask.net/?game=openarena&server=91.121.63.224:27960
- Allrockets CTf : http://dpmaster.deathmask.net/?game=openarena&server=91.121.63.224:27962
- A few DM maps : http://dpmaster.deathmask.net/?game=openarena&server=212.85.158.133:27980
- For beginner players : http://dpmaster.deathmask.net/?game=openarena&server=212.85.158.133:27981
- CTF 4 Fishes : http://dpmaster.deathmask.net/?game=openarena&server=91.121.201.15:27961

I had some issue with character colors, then it disappeared ...
Normal issue: I had to remove double characters for colors in server browser (^^66ROFL^^77   ... now ^6ROFL ^7)
And I had a few problems with textures, on oa_ctf2 (grey squares here and there, near the flag), and still that blue glitch on oa_ctf4ish teleporters.

Thanks baud for the upload. I went aware late of 0.8.5 coming out by checking my phoronix RSS feeds ;)

I hope everything goes fine ..

@lei, I think you forgot the major updates which were made to OAX, and the new 2D gfx, and the blue theme of course, I may also forget stuff

All the regulars of ROFL All Rockets were wondering why the server was down. Now I know it's in0.8.5 and I need to let everyone know


Title: Re: 0.8.5 patch released!
Post by: jaypur on February 26, 2010, 11:28:19 PM
dowloading!!!


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 27, 2010, 03:02:25 AM
Still can't get vertexlight to work. Am I stupid :)
Set cg_autovertex 1 (done if you set it through the menu), vertex will auto enable if you join a server that allows it.

Thanks for reporting the /serverstatus bug. Added it here: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Bugs


Title: Re: 0.8.5 patch released!
Post by: jaypur on February 27, 2010, 09:38:43 AM
i'll post at my blog about the update and how to install it...

if i join a server with an old patch the game gets back to the old version right???


but what are the changes? we have just some small list here... can we have a complete list with all changes???


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on February 27, 2010, 11:10:33 AM
He he, you can translate what I wrote (http://openarena.ws/board/index.php?topic=3557.msg30283) for some french news website. Which I pasted here to fill that "French" news section.
More seriously, you may find what has changed referring to sago's posts about binaries (http://openarena.ws/board/index.php?topic=1933.0) and OAX (http://openarena.ws/board/index.php?topic=1908.150), though you have to check several pages of that last topic.
Add Vindimy's map list to these changes, and fromhell's readme (file attached), and you're quite done !
Of course, it would have been more simple if we had that changelog since start, because no news website made the effort to track back these changes, which won't help to promote OA.


Title: Re: 0.8.5 patch released!
Post by: jaypur on February 27, 2010, 12:00:28 PM
thanks


Title: Re: 0.8.5 patch released!
Post by: RMF on February 28, 2010, 08:50:11 AM
OA085 seen by a regular medium skilled player:
First of all the download. I got something which was way too small compared to 081, and appearently it were just a few files. So what should I do with it? A newb wouldn't know (you want to make it monkeyproof, then make it also easy to install), but I tried copying my openarena-081 dir, renamed it to openarena-085, and unpacked the patch in that folder. Fail, it unpacked in openarena-085/openarena-081.... So I moved the content from the 085/081 dir to the 085 dir an huray it worked.
First thing I noticed of course was the new icon, looks pretty nice. Then started the game, and omg what is this for menu?! It totally does not fit the style of the game! The game colors are red, brown, grey, bit of yellow, and the menu is totally blue oO. I even had to search where the cursor was (which i never had in 081). The statistics are always cool to see but of course they were empty. So I opened the singleplayer menu. Was nice that the SP progress and favorite servers are saved. Clicked skirmish, noticed the new physics which i like. Just one thing which is bad about it: the SWEARing default setting is absolutely wrong. It should emulate 125fps, the maps are made for that. Then playing.. My name, or better the names of our whole clan, are _totally screwed_. It's now full blue, we look rediculous! And the new maps, oa_minia, what did you do?! It's SWEARing nasty. I'm not gonna play that map as it is in the new version.. Luckily belzerail still has the old one (pff). Few days later I saw the new ctf_gate1. Changed, gotta get used to it, though not totally screwed. Only the weapons are misplaced and the loved chaingun is gone (one of the few good maps which had it :-\).
The ingame menu. Nice that you can now callvote via the GUI (or good for newbs i don't really care). Exept for the not fitting colors nothing else really changed. In the game-options menu I like the way you can set the crosshair colors and ch-health, nice and easy for everyone.
After some playing I went back to the stats menu, but still it didn't show any stats at all. 1 death, 0 kills, no weapons used, nothing. Wow really nice made ppl.. whats the use of it when it doesn't work...
Day or two later we played some on evil clanwars, map ps37ctf. Guess what, we couldn't get over the wall without rocketjumping. The setting was still default. Yes we can change it -or the admin can, like every admin should- though why don't u just set it good by default?! I bet in a while when everyone updated half the servers' physics will be screwed.

Then another few points:
-no mac update and not clear for many mac players how you should make it work on mac (it is finable and understandable, though you have to know where to look and be a bit experienced).
-i probably missed it, but i saw no install instructions (someone linked to the dlpage on irc, actually there they should be)

So in general, it improved some minor things. It screwed some major things. Or summarized: it fails.


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on February 28, 2010, 09:13:30 AM
Did you've tried installing the 0.8.5 patch over a clean 0.8.1 install? It's a patch, not a major release. The major release is still 0.8.1. 0.8.5 is just a patch for 0.8.1.

(And lots of people would complain as well if this one was an incompatible full release like 0.8.0 and 0.8.1.)

And for the Mac version, Sago (and many other people who has the Mac version) said that 0.8.5 works well with the older binaries. There's nothing big which needed binary changes.

There are lots of people who get the installation well. You're doing many things wrong according to your post. Don't call it failed because of your errors. ;)


Title: Re: 0.8.5 patch released!
Post by: RMF on February 28, 2010, 09:26:06 AM
If you read well, I got it all working.
And it wasn't my server which was misconfigured, if you read well. Also it could be fixed, i knew that, though if there's no admin around and the default setting is wrong, i just say that i noticed it.

btw this is the full download, unpack it and it just works also for mac (or i did as ppl told me to get it working) http://www.megaupload.com/?d=KSMDP798
edit: some say the download doesn't work, though for me it's fine.. Can't upload it to a better host (maybe rapidshare though didnt look), file limits for good hosts are 50-100mb.


Title: Re: 0.8.5 patch released!
Post by: ... on February 28, 2010, 09:48:53 AM
Here's my short summary.

I had no problems when installing the patch. I just copied the files from the 085 download to my 081 directory and then i copied pak6-patch085 to the 081 baseoa.

The new menu i like. Yeah the red, black, and other colors were nice in 081. But it had a quake 3 look to me. The new blue and black menu gives OA its own look.

I COMPLETELY agree about the physics, The defaults should have not changed in my opinion. ;) But at least server admins can change them.

I love the crosshair health option. :)

Also the password prompt for passworded servers is nice as some couldn't figure out /password before. :P Having the call votes now on the menu is nice (noob friendly. :P) But im so used to doing it through the console that it doesn't bother me.

The font is nice as well. Took a little while to get used to but i likes now. Same as the 2D icons. I also find some 2D's icons easier to see so that's a plus. ;)

I ususally force models to sarge. But i will say i like the ghost model for assassin.

Now to maps.
 ctf_compromise: I find this map much more enjoyable without the fog. Didn't realize how good it was till the fog was gone. :P

 ctf_gate1: This one i don't like at all. I find with the new ways to get the flag, the paths on the pillars, no chaingun all make this map less challenging for me. But that's personal opinion.

 ps37ctf2 looks nicer and nice to see ps9ctf got in this release.

 oa_reptctf11: Nothing to complain about. Love the addition of the boxes and middle building. :)

The other maps i didn't list i'm pretty neutral on.

So in all i think the release was okay. If i had to give it stars. I'd give it 3 1/2 out of 5.


Title: Re: 0.8.5 patch released!
Post by: sago007 on February 28, 2010, 09:57:53 AM
You have never been able to jump the wall in ps37ctf with default settings. Previously that was that was the individual player's config that decided if that was allowed. Now it is the server's config that decides that.

@server admins
The g_gravity setting that allows jumping walls and such in ps37ctf is ~768. Remember that it must be set for each map after the map-command: like: map oasago2; set g_gravity 768; because maps always overwrite it (in case there was a spacemap before) and yes it fails after callvote map.

pmove_fixed is buggy and has always been buggy.


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on February 28, 2010, 11:57:53 AM
I also regret there is no install instructions, it can be confusing and source of mistakes. A few of us know very well patches are made to replace files in the directory, it's not so obvious for everyone.
I'll have to complain too about how non-intuitive it is to find and download the game and its patch, I saw some guy ingame who said "I don't see the new version on the website". e107's fault : first, links don't appear clearly, but in their download.php?list.xx form, I personnally prefer to be able to see the file name in clear in the status bar, and I suppose it's the same for a few persons. Then, the table which lists the link has a not-so-visible download icon (IMO). And we have to click several pages before being able to access it.
On OpenArena-FR's wiki, we have direct links to both .zip on the home page, we even have an article named "Download" in the wiki at its root, and we have install instructions for main 3 platforms.

It turns a bit complicated to get OA working out-of-the-box, and of course some more efforts could have been done for this release. Now, I suppose it's time to do better to go further.


Title: Re: 0.8.5 patch released!
Post by: cosmo on February 28, 2010, 12:35:39 PM
There were some discussions about item placement in ctf_gate1 and most people I talked to were annoyed by the unbalanced chaingun. I hoped to find some voices wishing to keep it. LG replaced it. The final committed version was uploaded a half year ago. There was some beta testing. If you did not participate...

Actually there is a chaingun in new oa_koth2. Had not much feedback on it either but I am glad you like the improved ctf_compromise. Same people who criticized the chaingun in gate1 helped me to improve that one.


Title: Re: 0.8.5 patch released!
Post by: vindimy on February 28, 2010, 02:09:00 PM
Since nobody seem to have created a single-file 0.8.5 release, here I come :)

Zip file download: http://thedimi.net/files/openarena/oa085.zip (http://thedimi.net/files/openarena/oa085.zip) - md5sum 36bc5045f29fcdf38110da0f0f592993
Torrent download: http://thedimi.net/files/openarena/oa085.torrent (http://thedimi.net/files/openarena/oa085.torrent) (encouraged) - md5sum f573e505d348bdad9e8b5db620ceee73

Other places to download through torrent (encouraged):
http://www.sumotorrent.com/en/details_4198314.html (http://www.sumotorrent.com/en/details_4198314.html)
http://www.seedpeer.com/details/2903252.html (http://www.seedpeer.com/details/2903252.html)

If you want just the 0.8.5 patch, get it here: http://openarena.ws/download.php (http://openarena.ws/download.php).

It would be GREAT if fromhell, etc post a 1-file download for 0.8.5 release.

For those interested in how the ZIP and TORRENT files were created, here are the logs:

Code:
root@thedimi ~/oa: l
total 353348
-rw-r--r-- 1 root root 318927645 Oct 31  2008 oa081.zip
-rw-r--r-- 1 root root  42528474 Feb 23 20:27 oa085p.zip
root@thedimi ~/oa: md5sum *
49006bcb02b4e8ea3d06749e8f4e4887  oa081.zip
b2a0437da751cd50dd2351ed9e0c4e9d  oa085p.zip
root@thedimi ~/oa: unzip oa085p.zip
Archive:  oa085p.zip
   creating: openarena-0.8.1/
  inflating: openarena-0.8.1/COPYING
  inflating: openarena-0.8.1/CREDITS
  inflating: openarena-0.8.1/SDL.dll
   creating: openarena-0.8.1/baseoa/
  inflating: openarena-0.8.1/baseoa/pak6-patch085.pk3
  inflating: openarena-0.8.1/libogg-0.dll
  inflating: openarena-0.8.1/libvorbis-0.dll
  inflating: openarena-0.8.1/libvorbisfile-3.dll
  inflating: openarena-0.8.1/oa_ded.exe
  inflating: openarena-0.8.1/oa_ded.i386
  inflating: openarena-0.8.1/oa_ded.x86_64
  inflating: openarena-0.8.1/openarena.exe
  inflating: openarena-0.8.1/openarena.i386
  inflating: openarena-0.8.1/openarena.x86_64
  inflating: openarena-0.8.1/openarena_deprecated.exe
  inflating: openarena-0.8.1/readme_085.txt
root@thedimi ~/oa: zip -r oa081 openarena-0.8.1
updating: openarena-0.8.1/ (stored 0%)
updating: openarena-0.8.1/baseoa/ (stored 0%)
updating: openarena-0.8.1/libvorbis-0.dll (deflated 42%)
updating: openarena-0.8.1/COPYING (deflated 62%)
updating: openarena-0.8.1/libvorbisfile-3.dll (deflated 47%)
updating: openarena-0.8.1/oa_ded.exe (deflated 55%)
updating: openarena-0.8.1/CREDITS (deflated 46%)
updating: openarena-0.8.1/SDL.dll (deflated 54%)
updating: openarena-0.8.1/openarena.exe (deflated 56%)
updating: openarena-0.8.1/oa_ded.x86_64 (deflated 50%)
updating: openarena-0.8.1/openarena.i386 (deflated 52%)
updating: openarena-0.8.1/oa_ded.i386 (deflated 52%)
updating: openarena-0.8.1/openarena.x86_64 (deflated 50%)
updating: openarena-0.8.1/libogg-0.dll (deflated 47%)
  adding: openarena-0.8.1/openarena_deprecated.exe (deflated 56%)
  adding: openarena-0.8.1/readme_085.txt (deflated 48%)
  adding: openarena-0.8.1/baseoa/pak6-patch085.pk3 (deflated 1%)
root@thedimi ~/oa: md5sum *
36bc5045f29fcdf38110da0f0f592993  oa081.zip
b2a0437da751cd50dd2351ed9e0c4e9d  oa085p.zip
md5sum: openarena-0.8.1: Is a directory
root@thedimi ~/oa: mv oa081.zip oa085.zip
root@thedimi ~/oa: md5sum oa085.zip
36bc5045f29fcdf38110da0f0f592993  oa085.zip

Code:
root@thedimi /var/torrents/files: buildtorrent -a http://open.tracker.thepiratebay.org/announce -A http://www.torrent-downloads.to:2710/announce,udp://denis.stalker.h3q.com:6969/announce,http://www.sumotracker.com/announce,http://tracker.torrent.to:2710/announce --comment="Openarena 0.8.5 (0.8.1 + 0.8.5 patch)" -D -C -m -s openarena-0.8.5 oa085.torrent
               356536552 : openarena-0.8.5/oa085.zip
hashing 1361 pieces
[==================================================]
torrent =>
  {
    "announce" =>
      "http://open.tracker.thepiratebay.org/announce",
    "announce-list" =>
      [
        [
          "http://www.torrent-downloads.to:2710/announce"
        ],
        [
          "udp://denis.stalker.h3q.com:6969/announce"
        ],
        [
          "http://www.sumotracker.com/announce"
        ],
        [
          "http://tracker.torrent.to:2710/announce"
        ]
      ],
    "comment" =>
      "Openarena 0.8.5 (0.8.1 + 0.8.5 patch)",
    "info" =>
      {
        "files" =>
          [
            {
              "length" =>
                356536552,
              "md5sum" =>
                "36bc5045f29fcdf38110da0f0f592993",
              "path" =>
                [
                  "oa085.zip"
                ]
            }
          ],
        "name" =>
          "openarena-0.8.5",
        "piece length" =>
          262144,
        "pieces" =>
          "..." // pieces not shown
      }
  }
}


Title: Re: 0.8.5 patch released!
Post by: RMF on February 28, 2010, 02:50:09 PM
The g_gravity setting that allows jumping walls and such in ps37ctf is ~768. Remember that it must be set for each map after the map-command: like: map oasago2; set g_gravity 768; because maps always overwrite it (in case there was a spacemap before) and yes it fails after callvote map.

pmove_fixed is buggy and has always been buggy.
But pmove worked. And setting gravity sucks. The physics shouldn't change in the first place.

Quote
There was some beta testing. If you did not participate...
I am just playing the game as it is, not testing all new possibilities everyone comes up with to spot something I don't like.

Quote
It turns a bit complicated to get OA working out-of-the-box, and of course some more efforts could have been done for this release.
The version I made with mac stuff in and all just works for me. The only things not working -like black name- are because of 085 itself.

Quote
The new menu i like. Yeah the red, black, and other colors were nice in 081. But it had a quake 3 look to me. The new blue and black menu gives OA its own look.
Better a stolen look than one which doesn't look nice (I bet most of the ppl at school would laugh if they'd see openarena with this colors, they didn't with 081s menu).

edit:@vindimy, i did create a single download for 085..
edit2: seeding your torrent btw


Title: Re: 0.8.5 patch released!
Post by: Falkland on February 28, 2010, 07:13:24 PM
The g_gravity setting that allows jumping walls and such in ps37ctf is ~768. Remember that it must be set for each map after the map-command: like: map oasago2; set g_gravity 768; because maps always overwrite it (in case there was a spacemap before) and yes it fails after callvote map.

pmove_fixed is buggy and has always been buggy.
But pmove worked. And setting gravity sucks. The physics shouldn't change in the first place.

Sorry , but despecting of the name (pmove_float) the physics are now FPS independent and equal for every player.

Every player will jump always for the same number of units independently of using com_maxfps 85, 125, 333 or 3000 , as it is in Urban Terror and Cpma for example.


Title: Re: 0.8.5 patch released!
Post by: Bane on February 28, 2010, 10:12:34 PM
I certainly agree about installing it being kind of a puzzle for a first timer like me.
 
The menu seems to remind me of some type of creepy show from the 90s but I just can’t place it.

The crosshair changing color health option is nice but for me it just distracts me so I just turned it off

Also I wonder how many newbs will pick the ghost assassin model thinking no one can see them and I am sure within a couple of weeks they will be a surge it them.

As for the oa_minia it takes some getting use to but I do like it because the ammo is not right next to the weapons saying camp here in big bold letters and it seems to have more flow to it and more escape routes at the top part. The only real gripe I have with this map is the gap between the stairs and the platform at the top. The reason being is because if you are running away from an attacker and you are low on health and running backwards you may not remember to jump and whine up falling to your death. Other than that I feel I just have to get use to the new lay out.

Also about the CTF gate1 map I have think that maybe the chain gun should be put back and the reason is because the defender just having a shotgun when they spawn near there just is not going to cut it when they are up against a person or persons with a rocker launcher at least with the chain gun it proves a heavier defense than a shot gun.

Also Cosmo I think the main reason people where annoyed was not because of the chain gun itself but because of the person wielding it. When you really think about it any weapon can become annoying if it is spammed, camped to death or is the only weapons a person uses and totally destroys everyone with it. The important thing to remember here is it is not the weapon itself that is annoying. And if a person finds a certain weapon annoying it is usually the map layout or they have not found a way to counter it or possible the weapon in question makes it hard for them to capture the flag and they want it gone to make getting the flag easier.

And as a final thought I was wondering is there going to be a new look for gargoyle or a new gargoyle like character the reason I ask this is because on the blue side in Comprise there is a huge gargoyle like statue there while on the other side there is Liz and I was wonder why someone when to the trouble of making a whole new model just for it to be a statue and not a playable character.


Title: Re: 0.8.5 patch released!
Post by: chaoticsoldier on March 01, 2010, 02:52:13 AM
I think 0.8.5 a good release. I reckon the blue menu is pretty neat.

I have to disagree with Cacatoes. I think the patch is very easy to find. At the least, the game and patch are each only 2 clicks away from the front page.

@ cosmo: in ctf_ompromise, I make no footstep sounds when walking on the sandy ground. Is that meant to happen?

There were only a few differences between ps37ctf and ps37ctf2. Maybe for the next version we could remove the original ps37ctf, kaos, oa_ctf2old and the other obsolete maps. Or are they there for a reason?


Title: Re: 0.8.5 patch released!
Post by: cosmo on March 01, 2010, 07:20:09 AM
People complained about too high damage potential of chaingun. Combined with such small flagrooms like we have in ctf_gate1, defending is quiet easy. Putting the Lighting Gun in a central spot I was trying to balance it. Reviewing it now, a single Chaingun might have been the better choice.
Balancing maps is a difficult task especially when you target competitive audience. The pillars in those central courts have been altered and additional sideways were created to have a more dynamic gameplay.

@chaoticsoldier: For walking on sand those stone and metal footsteps are not applicable. OA does not support additional foodstep sounds for sand and snow. Anyway walking on sand does not make any noise when compared to any solid ground like concrete or metal. Besides ctf_compromise has lots of long corridors where advanced players do strafejumping. If you simply 'run' your foes won't notice you that quickly.


Title: Re: 0.8.5 patch released!
Post by: fromhell on March 01, 2010, 07:49:05 AM
It would be GREAT if fromhell, etc post a 1-file download for 0.8.5 release.
Redundant old WIN32 binaries in the archive will confuse (i.e. some in oa-legacy, the OTHER openarena deprecated, etc), other than that, i'd approve and mirror this. Please note I do not want to do big releases often since my own upload bandwidth is a pain to go through, so I want to up 300mb+ files as seldom as I possibly can. Fortunately with a http direct link available I can easily upload from URL at moddb, though I don't know how easy it is for tuxfamily

Better a stolen look
no

WRONG


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on March 01, 2010, 09:06:19 AM
I can easily get it to tuxfamily mirror, though this release was meant to be a patch, so it's like I let it being a patch.
We can do both, I'm currently getting the .zip file from Vindimy's repo.

(I'll edit when finished.)

Edit: oops, disk quota exceeded, lol

Edit2 : I cleaned the repository a bit, deleted some old versions .exe and kept some .zip, we now have space for a few more releases without problem, and I suppose these quotas can be extended at need. I will get Vindimy's archive.

Edit3 : Quotas extended, Hurray ! Tuxfamily mirror for full 0.8.5 here (http://download.tuxfamily.org/openarena/rel/085/oa085.zip) - Torrent (http://download.tuxfamily.org/openarena/rel/085/oa085.torrent).


Title: Re: 0.8.5 patch released!
Post by: davidd on March 01, 2010, 10:51:05 AM
copied the single file version to http://www.zvdk.nl/oa085.zip

Still i have no quota there, and can upload at ridiculous speed. Spam to all your friends, make openarena really really popular again.

 fromhells http://www.zvdk.nl/oa085p.zip is also still online, for the quick patch.

Where are the sourcefiles located? Lots of linux distributions require this to be a single file with stable md5 checks to be added to their package repositoriies


Title: Re: 0.8.5 patch released!
Post by: vindimy on March 01, 2010, 12:32:35 PM
freshmeat.net is now updated with the latest release... see http://freshmeat.net/projects/openarena (http://freshmeat.net/projects/openarena)

edit:@vindimy, i did create a single download for 085..
edit2: seeding your torrent btw

Thanks RMF! I didn't see your post right away :/ Sorry about that! Thanks for seeding!


Title: Re: 0.8.5 patch released!
Post by: RMF on March 01, 2010, 12:57:16 PM
np vin, my dl seems to be broken anyway :P

@fromhell, then we just disagree on that. Imo you can often better have something which is not 100% unique but good, than something which is average or worse and unique.


Title: Re: 0.8.5 patch released!
Post by: Graion Dilach on March 01, 2010, 02:11:11 PM
Look, RMF, the new theme has won many positive responses. It's your minority who hate that.

Personally, I like it as well, and it looks better than Quake 3's simple and boring menu.


Title: Re: 0.8.5 patch released!
Post by: vindimy on March 01, 2010, 03:11:05 PM
Regarding the new theme, I mostly like it (there's so many improvements) BUT I wish that the background was able to be stretched for widescreen monitors (right now it's fixed 4:3 ratio). Maybe next release :)


Title: Re: 0.8.5 patch released!
Post by: Graion Dilach on March 01, 2010, 03:13:29 PM
I knew I forgot to report something... yes, that was the one.

Personally, I switched to 4:3 ratio... for me it doesn't create that huge difference.


Title: Re: 0.8.5 patch released!
Post by: Peter Silie on March 01, 2010, 03:54:19 PM
Dear Developers,

thank you for the new release we had waiting for so long!
I realy like what you did and i am glad about your activities around this project. I also hope, that you are still going on to improve our all experience on a very great game.

Thanks a lot!

IMPRESSIVE!
EXCELENT!

;)


Title: Re: 0.8.5 patch released!
Post by: tosk1 on March 03, 2010, 08:26:30 AM
Just got around to upgrading to 0.8.5. I like the new menu gubbins. Very swish :)

I only managed to play one game before I had to come back to work. I got completely trashed! Has the upgrade suddenly made me suck?

Doubtful, I sucked pretty bad before the upgrade.
Will test further....

Angelyss looking V swish now :) And I was very pleased to see all the non-OA maps and models I added remained intact.

Nicely done


Title: Re: 0.8.5 patch released!
Post by: heap on March 03, 2010, 01:13:49 PM
i have set up a 0.8.5 supeR,CTF Server some days ago. first everything worked just fine with the new 0.8.5 patch on client and serverside (including the heartbeat).

but suddenly after a restart of the 0.8.5 Server i cant get heartbeat to work. It just wont heartbeat the masterserver which I set in config file with seta sv_master1

even if i try to heartbeat manually using the \heartbeat servercommand it just wont do a single heartbeat anymore.

i restarted the server deamon several times by now. for oa 0.8.5 i got no chance to get it working again. if i restart one of my 0.8.1 servers, no problem, they will heartbeat as usual.

any ideas?

btw: great patch, thx for the good work


Title: Re: 0.8.5 patch released!
Post by: RMF on March 03, 2010, 05:30:48 PM
What if you put a default config in (without loading the one it normally would)? Maybe some var makes it not work which has changed lately (sometimes changes ar latched, which would explain why it happened after the restart).
A fresh download and clean baseoa/ctf dir couldn't hurt either btw.
Or save io's black name and use 081 ;) :P


Title: Re: 0.8.5 patch released!
Post by: sago007 on March 04, 2010, 01:25:04 PM
About heartbeats.

You now again need to set "+set com_dedicated 2" to get the server to send heartbeats. You can also use sv_public 1 to force even a listening server to send heartbeats.


Title: Re: 0.8.5 patch released!
Post by: MIOW on March 04, 2010, 08:05:37 PM
Why chat tokens (http://openarena.ws/board/index.php?topic=3095.msg25937#msg25937) are not implemented?


Title: Re: 0.8.5 patch released!
Post by: Falkland on March 05, 2010, 06:42:53 AM
He was not banned, he chose that avatar when he wanted to leave after a flamewar (http://openarena.ws/board/index.php?topic=3419.0).

Aye, then someone gave him -55 cakes and added line below nickname lol.


I also have a question - which cvar disables "FIRST CONNECT" screen?

Code:
seta ui_setupchecked "1"

BTW there's still an option to make OA login permanent , without beeing really 24h/7d connected to the site.


Title: Re: 0.8.5 patch released!
Post by: MIOW on March 05, 2010, 06:47:54 AM
ty Falkland o/


Title: Re: 0.8.5 patch released!
Post by: P4rD0nM3 on March 05, 2010, 07:12:51 PM
I mirrored the patch too. I hope it helps.

http://joinpgn.com/downloads/free-games/openarena/view-category/?orderby=dmdate_published


Title: Re: 0.8.5 patch released!
Post by: befno on March 07, 2010, 12:58:55 AM
Can anyone please tell me the cvars to enable the new fog and rocket effects? Cant find them.


Title: Re: 0.8.5 patch released!
Post by: Gonzo on March 09, 2010, 12:48:37 PM
WOW! WHAT A LOVELY GAME! I HAVE NEVER SEEN SUCH A PERFECT GAMEPLAY WITH PERFECT DESIGN, GRAPHICS AND SOUND. I DO NOT SEE ANY ISSUES, IT... IT IS JUST PERFECT! KEEP UP YOUR BEST WORK ON THE NET!

MINDBLOWING!

BONECRASHING!

LOL


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on March 09, 2010, 04:09:08 PM
Hopefully a new patch will be out in a matter of months and would contain a few fixes of the few ones introduced in OA 0.8.5. That was the deal, make a new version soon because 0.8.5 didn't go as well as expected (no RC2 released)


Title: Re: 0.8.5 patch released!
Post by: cosmo on March 10, 2010, 04:41:56 AM
"armor shard, nasty blue menu" keeps you from playing? *phew*
So there is absolutely nothing positive about 0.85 for you?

Why did the additions of schlorri not get into 0.85?


Title: Re: 0.8.5 patch released!
Post by: feidi on March 10, 2010, 06:37:16 AM
Why did the additions of schlorri not get into 0.85?

Too pro.


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 10, 2010, 07:11:06 AM
"armor shard, nasty blue menu" keeps you from playing? *phew*
So there is absolutely nothing positive about 0.85 for you?
There's no way to please everybody, and specially those who claim themselves as fans/players and have nothing good to say about OA. A lesson I had to learn with the time...

If someone has nothing good to say about OA, the best we can do is to ignore him/her, since nothing we can do will please him/her.

Why did the additions of schlorri not get into 0.85?
Why did the additions of schlorri not get into 0.85?

Too pro.
http://openarena.ws/board/index.php?topic=3512.0

OA, artwork-wise, won't clone Q3 artwork anymore. It was a decision took long ago.


Title: Re: 0.8.5 patch released!
Post by: sago007 on March 10, 2010, 10:46:45 AM
Why did the additions of schlorri not get into 0.85?

Some did. There is cg_weaponBarStyle and it is technically possible to change crosshair per weapon. However the setup UI is missing it all, so especially the crosshairs are annoying to set up.

He did work on some other things but I don't know if they are complete.


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 13, 2010, 06:46:03 PM
I'm preparing a changelog for 0.8.5, so all the people know what's new and fixed in 0.8.5. But before it, I want to know which version of OAX the 0.8.5 patch is using, b44 or the latest revision available.


Title: Re: 0.8.5 patch released!
Post by: MIOW on March 13, 2010, 08:02:24 PM
Good news :)

I hope to see the list of all new cvars there.


Title: Re: 0.8.5 patch released!
Post by: fromhell on March 13, 2010, 10:13:49 PM
Good i'll edit the news with the changelog because I have amnesia about things like that you know, i'm an artist and i don't follow the development of OAX tightly enough

The changelog might just stretch the news article though, i don't want to do that


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 13, 2010, 10:58:28 PM
Select the points, so far, this is what I've got. Oh, and before posting, I want sago to check if all of this is right: (Sources: http://code.google.com/p/oax, oaxb44's readme and oa 0.8.5 rc1's changelog - something's missing/wrong for sure anyways :/)

EDIT: I will also need the ioq3 revision which was applied to OA 0.8.5.

Code:
Serveradmins, read this: http://code.google.com/p/oax/wiki/Admin

Content-wise:
- Improved ctf_compromise, ctf_gate1, ctf_inyard and oa_minia.
- Added am_underworks, am_underworks2, blitzkrieg3, hydronex2, oa_koth2, oa_reptctf11, ps9ctf and ps37ctf.
- Two new skins: one for Assassin and another for Beret, both by cosmo.
- New 2d art and blueish menu by Udi and leileilol.

Code-wise general:
* Updated to ioquake3 rev
* Colored crosshairs are back.
  * They will now change to white if a colored crosshair is choosen and for some reason the server does not support it.
  * They are supported by changing RGB values via menu or cvar. The cvars are cg_crosshairColorRed, cg_crosshairColorGreen and cg_crosshairColorBlue.
* Team only voice chat (cg_voipTeamOnly) enabled by default. While this function is enabled any value the player assign to "cl_voipSendTarget" will be overwritten when a player joins or leaves the team.
* g_awardPushing. If enabled, players will get frags for killing with a mover (be aware that this makes it possible to be noted for a teamkill even if friendly fire is off)
* Challenge system, which includes awards and statistics. It only works online.
* Password prompt when joining servers
* First Connect screen reminds new players of some important settings
* Can now handle 20*1024 charecters in the *.arena file list. Significantly increases the number of maps supported.
* Added restore system based on guid. You no longer lose scores when changing team, spectating or leave+rejoin
* Vote menu for calling votes.
  * Supports Next map, Restart, Shuffle teams, change map, change gametype, playerkick, warmup enable, fraglimit, timelimit and custom votes.
  * Supports maplists from a file - votemaps.cfg.
  * Support for custom votes with a votecustom.cfg (I shall post an example)
* Added GUI support for the grapple:
  * Server side cvar "elimination_grapple" added. Allows grapple in elimination gametypes.
  * Client side cvar "cg_cyclegrapple" to tell if Grapple should be part of the weapon cycle. Default is 1 since there are no default key.
  * You can get "No ammo" even if you have it
  * It'll never be selected then autoswitching from a weapon because you ran out of ammo
  * It's now placed before gauntlet
  * It can be bound in option menu
  * It's no longer selected by default on spawn
* Shuffle teams function added. Can be called by an admin "shuffle" or by "callvote shuffle"
* Non-rcon based admin system (ban, kick, lock teams, cancel votes etc.)
* Different crosshairs per weapon
* Added elimination_lockspectator: 0=no lock, 1=cannot follow enemy, 2=must follow teammate (For Elimination and CTF Elimination only)
* Servers with no humans on are considered empty if "Only humans" is enabled
* Killing sprees/death sprees and multikills added. Configurable via sprees.dat.
* Mines will self destruct very quickly if placed near the flag
* Added color 8 (menu color)
* Added serverside 'videoflags' cvar. Default value 7 (1+2+4). 1 verifies some basic values. 2 verifies some extended graphics settings. 4 disables vertex light. 
* Added clientside 'cg_autovertex' cvar. Automatically enables vertex light if allowed. Off by default. Gets enabled if you enable vertex light through the menu.
* Runes, Kamikaze and Invulnerability are now availeble (beware that Invincibility is unmodelled)
* Changed default ammo count in Elimination
* Negative scores in FFA are no longer possible.
* Penality points in 1 on 1 are awarded to the opponent rather than subtracted.
* Runes are now toggleable (default off in baseoa, default on in missionpack) - g_runes
* Double Domination counter will no longer count forever during warmup (however points will not respawn)
* Added clientkick_game, same as clientkick but located in the game code, so it can be improved without touching the engine
* Dead players are sorted last in Elimination/CTF Elimination
* cg_crosshairHealth toggleable in the menu
* New weapon bars, by schlorri. Toggleable by using
* Left/Center weapon hand can be changed.

Code-wise minor/other:
* Mouse wheel works in mods menu
* New ui_demo2.c by jessicaRA
* No maps are ignored if number of single player maps are not divideble by 4.
* Chaingun kill message is no longer the same as the machinegun kill message
* Changed message for teamkill from "you fragged <TARGET>" to "you fragged ^1TEAMMATE^7 <TARGET>"
* Midair suicide while g_awardpushing is enabled will result in a point to the attacker.
* Clamp on cg_errorDecay as suggested by jessicaRA
* g_lms_mode is now a SERVERINFO CVAR
* g_humanplayers is no longer a SERVERINFO CVAR. It's always 0 during intermission.
* CVAR_SYSTEMINFO is now set in cgame to allow game to override them
* cl_guid is now written to the log file for all human players joining
* g_elimination cvar added (like g_instantgib and g_rockets, but full elimination arsenal, health and damage rules)
* You cannot ban localhost anymore (the system needs rewrite)
* cg_oldRail now defaults to 0
* Fixed a bug that allowed a client to call more than 3 votes in a single game.
* Fixed vote exploit (some bugs still remain, needs rewrite)
* pmove_float added. Makes the physics framerate independent but cost up to 8 times as much network traffic (worst case, normally only a few percent). Mostly for LAN gaming. Note that you must reduce g_gravity to ~756 to get 125 fps gravity.
* Added comments to pure and All Rockets in "start server"
* Added "Oneway capture" to "start server" for the CTF Elimination gametype
* Added "Physics" to "start server"
* Added "Optimize for LAN" to "start server"
* Gametype filter now also works for One Flag, Obelisk, Harvester and Domination
* Fixed LMS mode bug in "start server"
* Updated to ioquake3 rev
* Flags are used for domination points instead of using Point A from DD
* Gametype flag "ctfelimination" removed, replaced by "ctf"
* Changed the way the game picks the spawn point to prevent maps with few spawnpoints that are marked with nobot or nohuman from hanging the game.
* Quad will no longer spawn if q_quadfactor <= 1.0
* Last Man Standing will no longer count connecting players as survivors.
* Chainging team or leaving the game now counts as a suicide to prevent misuse of the restore system. In Team Deathmatch the team will be compensated so they don't loose points by loosing a player to the other team.
* pmoved_fixed now gets disabled if pmove_float is selected in the UI
* More ingame information about pmove
* Removed compiler warning in TeamCvarSet
* Added 91 Hz fixed framerate to startserver (pmove_msec 11)
* No killed message then a client leaves (still counts as a suicide)
* Fixed double throw bug when a client disconnected
* Server command handling now modularized ( ClientCommand & ConsoleCommand )
* Added G_GlobalSound
* Duplicate GUID check
* pmove_msec defaults to 11 (controversial - I know)
* pmove_fixed on be default
* Vote can now pass even if majority is not reached then time runs out. It requires twice as many yes votes as no votes through or high percentage of yes votes.
* Vote system is more secure
* Added elimflags and voteflags than are now used to tranfer some booleans to save network traffic
* Breath and Dust effect backported from missionpack
* Added deathShader to scoreboard in missionpack (for Elimination and CTF Elimination only, missionpack only)
* Skulls are now visible on Skull carriar in Harvester
* Crosshair pusle can be disabled
* BG_Alloc/BG_Free added. replaces G_Alloc
* Fixed CleanStr
* Removed remaining references to punkbuster
* Removed Mplayer as an option in Missionpack server browser (still no support for different master servers through)
* Fixed wrong gamenames in Missionpack server browser
* Missionpack now supports ui_humansonly
* Now runs the correct logic then a single player map ends
* Server source is now: Internet, Internet(2), Internet(3) ... instead of Internet1, Internet2, Internet3 ...
* A few notices added to UI in different places
* Added g_catchup, that makes cheap frags a little more expensive if activated
* BG_CanAlloc introduced, can predict out-of-memory errors and handle them.
* Fixed crash during intermission in Elimination and CTF Elimination if a human was dead while the capturelimit was reached and possible other situations.

AI:
* bot_minplayers works better but still not perfect.
* Bots now attack the Obelisk in Overload
* Bots should now acknowlegde the gametype property of items (not tested)
* Fixed infinity loop bug caused by bot_roams with gametype flags
* You can now command bots in One Flag, Harvester, Obelisk and Domination.
* bot_nochat >= 2 will now stop all bot chat
* bots now reads team status from game rather than ai config string. Hopefully stopping bots from shoting at there own team during certain changes.
* Bots are now a little better at understanding prox mines
* Generally improved the bot's Area Awareness System.
* Fixed infinity loop bug in AAS code caused by the gametype flag.
* Exclude bots from duplicate names check
* Thanks to BG_CanAlloc, adding too many bots no longer crashes the game.


Title: Re: 0.8.5 patch released!
Post by: sago007 on March 14, 2010, 05:04:28 AM
I want sago to check if all of this is right.

Some things got changed and then rechanged.

Quote
* Colored crosshairs are back.
  * They will now change to white if a colored crosshair is choosen and for some reason the server does not support it.
  * They are supported by changing RGB values via menu or cvar. The cvars are cg_crosshairColorRed, cg_crosshairColorGreen and cg_crosshairColorBlue.
The way the crosshairs gets color was changed completly.

Quote
* Different crosshairs per weapon
Not available from UI

Quote
* Added clientkick_game, same as clientkick but located in the game code, so it can be improved without touching the engine
Only relevant for coders. The function clientkick_game is handled internally.

Quote
* New weapon bars, by schlorri. Toggleable by using cg_weaponBarStyle

Quote
* Fixed vote exploit (some bugs still remain, needs rewrite)
The rewrite was completed before 0.8.5

Quote
* pmove_fixed on be default
Rather late it was pmove_float that was on by default.

Quote
* BG_Alloc/BG_Free added. replaces G_Alloc
* Fixed CleanStr
* Removed remaining references to punkbuster
* Removed Mplayer as an option in Missionpack server browser (still no support for different master servers through)
* Fixed wrong gamenames in Missionpack server browser
* Missionpack now supports ui_humansonly
Not relevant to players. Missionpack changes are not available in 0.8.5

Quote
* Now runs the correct logic then a single player map ends
Between versions bug. The bug was not in 0.8.1

Quote
* Bots should now acknowlegde the gametype property of items (not tested)
Unfortunately already appears to be buggy in some maps.

Quote
* pmoved_fixed now gets disabled if pmove_float is selected in the UI
Gives the impression that pmove_float could be selected in the UI in 0.8.1, but the changelog refers to a previous OAX rev. Selecting in UI was not possible in 0.8.1.

ioquake 3 revision used for binaries: 1759


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 14, 2010, 11:08:10 AM
I hope it's everything placed where it belongs: (It was a long, long time since I've made a changelog for a game)

Content-wise:
* Changes on ctf_compromise, ctf_gate1, ctf_inyard and oa_minia.
* Added am_underworks, am_underworks2, blitzkrieg3, oa_koth2, (all of them Deathmatch) and hydronex2, oa_reptctf11, ps9ctf and ps37ctf. (CTF)
  - am_underworks2 (3 points) oa_koth2 (1 point) and hydronex2 (3 points) also supports Single Domination. Though these two latter maps don't appear in the GUI.
  - oa_minia also has Double Domination and Elimination support. Though it won't appear in these modes via GUI.
  - am_underworks2 has Elimination support.
* Three new skins: one for Assassin, another for Beret, and another for Angelyss. The first two by cosmo, the third by leileilol.

GUI:
* Menu:
  - Challenge system, which includes awards and statistics. It only works online. Read this for the explanation about the system: http://code.google.com/p/oax/wiki/Challenges
  - Password prompt when joining servers
  - New First Connect screen, which reminds new players of some important settings.
  - New 2d art and blueish menu by Udi and leileilol.
  - Added color 8 (orange - former menu color)
  - Mouse wheel works in mods menu
  - New ui_demo2.c by jessicaRA
  - A few notices added to UI in different places
  - Options:
    + The grapple can be bound in the options menu.
    + Team only voice chat (cg_voipTeamOnly) enabled by default. While this function is enabled, any value the player assign to "cl_voipSendTarget" will be overwritten when a player joins or leaves the team.
    + cg_crosshairHealth toggleable in the menu.
    + Left/Center weapon hand[/b] can be changed.
  - Server browser:
    + Servers with no humans on are now considered empty if "Only humans" is enabled.
    + Gametype filter now also works for One Flag, Obelisk, Harvester and Domination
    + Server source is now: Internet, Internet(2), Internet(3) ... instead of Internet1, Internet2, Internet3 ...
    + davidd's sort by humans.
  - Start server:
    + Increased significantly the number of maps supported. The game can now handle 20*1024 charecters in the *.arena file list.
    + No maps are ignored if the number of single player maps is not divisible by 4.
    + Added comments to pure and All Rockets in "start server"
    + Fixed LMS mode bug in "start server"
    + More ingame information about pmove
    + Added 91 Hz fixed framerate (pmove_msec 11)
    + pmove_msec defaults to 11 (controversial - I know)
    + Added "Oneway capture" to "start server" for the CTF Elimination gametype
    + Added "Physics" to "start server"
    + Added "Optimize for LAN" to "start server"
* In-game:
  - Voting menu, for vote calling.
    + Supports: next map, restart map, shuffle teams, change map, change gametype, playerkick, warmup enable, fraglimit, timelimit and custom votes.
    + Supports maplists and custom votes from the files votemaps.cfg and votecustom.cfg. (More below about the latter)
  - New "simple item" icons by Udi.
  - Breath and Dust effects backported from missionpack.
  - New effects by leileilol.
* HUD:
  - Grapple:
    + You can get "No ammo" even if you have it.
    + It'll never be selected then autoswitching from a weapon because you ran out of ammo.
    + It's now placed before gauntlet.
    + It can be bound in option menu.
    + It's no longer selected by default on spawn.
  - Colored crosshairs are back. They are supported by changing RGB values via menu or cvar. The cvars are cg_crosshairColorRed, cg_crosshairColorGreen and cg_crosshairColorBlue.
  - Different crosshairs per weapon (not available via UI, needs to be setup via cvars)
  - New weapon bars by schlorri. Toggleable by using cg_weaponBarStyle.
  - Changed message for teamkill from "you fragged <TARGET>" to "you fragged ^1TEAMMATE^7 <TARGET>"
  - cg_oldRail now defaults to 0
  - Chaingun kill message is no longer the same as the machinegun kill message
  - Crosshair pulse can be disabled

Gameplay:
* FFA/1on1:
  - Negative scores in FFA are no longer possible.
  - Penalty points in 1on1 are awarded to the opponent rather than subtracted.
* Harvester:
  - Skulls are now visible behind the skull carrier in Harvester.
* Elimination/eCTF:
  - Added elimination_lockspectator: 0=no lock, 1=cannot follow enemy, 2=must follow teammate (For Elimination and CTF Elimination only)
  - Changed default ammo count.
  - Dead players are sorted last.
  - Fixed crash during intermission if a human was dead while the capturelimit was reached and possible other situations.
* LMS:
  - Connecting players will no longer count as survivors.
* Double DOM:
  - The counter will no longer count forever during warmup. (However, points will not respawn)
  - Sound events.
* Single DOM:
  - Flags are used as domination points instead of using Point A from DD.
* Other:
  - Midair suicide, while g_awardpushing is enabled, will result in a point to the attacker.
  - Mines will self destruct very quickly if placed near the flag.
  - Runes, Kamikaze and Invulnerability are now available. (Invincibility is still unmodelled) The runes can be toggled by using g_runes. Default: 0 in baseoa, 1 in missionpack.
  - Changed the way the game picks the spawn point to prevent maps with few spawnpoints that are marked with nobot or nohuman from hanging the game.
  - Quad will no longer spawn if q_quadfactor <= 1.0
  - Added restore system based on guid. You no longer lose scores when changing team, spectating or leave+rejoin. Chainging team or leaving the game now counts as a suicide to prevent misuse of the restore system. In Team Deathmatch the team will be compensated so they don't loose points by loosing a player to the other team.
  - No killed message then a client leaves (still counts as a suicide)

Server admins/new cvars:
* Non-rcon based admin system. (ban, kick, lock teams, cancel votes etc.) - Server admins should read this in order to get familiarized with the new commands: http://code.google.com/p/oax/wiki/Admin
* Shuffle teams function added. Can be called by an admin, by using "shuffle", or by players, by using "callvote shuffle".
* g_awardPushing. If enabled, players will get frags for killing with a mover (be aware that this makes it possible to be noted for a teamkill even if friendly fire is off)
* Grapple cvars:
  - Server side cvar "elimination_grapple" added. Allows grapple in elimination gametypes.
  - Client side cvar "cg_cyclegrapple" to tell if Grapple should be part of the weapon cycle. Default is 1 since there are no default key.
* Killing sprees/death sprees and multikills added. Read this for the explanation of the system: http://code.google.com/p/oax/wiki/Sprees_and_Multikills
* Added Server side 'videoflags' cvar. Default value 7 (1+2+4). 1 verifies some basic values. 2 verifies some extended graphics settings. 4 disables vertex light. 
* Added Client side 'cg_autovertex' cvar. Automatically enables vertex light if allowed. Off by default. Gets enabled if you enable vertex light through the menu.
* g_elimination cvar added (like g_instantgib and g_rockets, but full elimination arsenal, health and damage rules)
* g_lms_mode is now a SERVERINFO CVAR
* g_humanplayers is no longer a SERVERINFO CVAR. It's always 0 during intermission.
* CVAR_SYSTEMINFO is now set in cgame to allow game to override them
* You cannot ban localhost anymore (the system needs rewrite)
* Fixed a bug that allowed a client to call more than 3 votes in a single game.
* Fixed vote exploit
* pmove_float added. Makes the physics framerate independent but cost up to 8 times as much network traffic (worst case, normally only a few percent). Mostly for LAN gaming. Note that you must reduce g_gravity to ~756 to get 125 fps gravity.
* Server command handling now modularized ( ClientCommand & ConsoleCommand )
* Duplicate GUID check
* Vote can now pass even if majority is not reached then time runs out. It requires twice as many yes votes as no votes through or high percentage of yes votes.
* Vote system is more secure
* Added elimflags and voteflags which are now used to transfer some booleans to save network traffic
* Added g_catchup, that makes cheap frags a little more expensive if activated
* Added command "clients" that prints the correct client numbers for use with clientkick

AI:
* bot_minplayers works better but still not perfect.
* Bots now attack the Obelisk in Overload
* Bots should now acknowlegde the gametype property of items (still has bugs)
* Fixed infinity loop bug caused by bot_roams with gametype flags
* You can now command bots in One Flag, Harvester, Obelisk and Domination.
* bot_nochat >= 2 will now stop all bot chat
* bots now reads team status from game rather than ai config string. Hopefully stopping bots from shoting at there own team during certain changes.
* Bots are now a little better at understanding prox mines
* Generally improved the bot's Area Awareness System.
* Fixed infinity loop bug in AAS code caused by the gametype flag.
* Exclude bots from duplicate names check
* Thanks to BG_CanAlloc, adding too many bots no longer crashes the game.

Modding/Mapping:
* Added clientkick_game, same as clientkick but located in the game code, so it can be improved without touching the engine
* Gametype flag "ctfelimination" removed, replaced by "ctf"
* Prevent crash when the message in dom_point is null

Other improvements and bugfixings:
* Updated to ioquake3 rev1759.
* Clamp on cg_errorDecay as suggested by jessicaRA
* cl_guid is now written to the log file for all human players joining
* Removed compiler warning in TeamCvarSet
* Fixed double throw bug when a client disconnected
* Added G_GlobalSound
* BG_CanAlloc introduced, can predict out-of-memory errors and handle them.

About the custom votes:
A votecustom.cfg file can look like this:
Code:
{
votecommand "lms_custom"
displayname "Change to Last Man Standing on dm4ish?"
command "g_gametype 10 ; g_instantgib 0; map dm4ish"
}
{
votecommand "ffa_custom"
displayname "Change to instantgib FFA on dm6ish?"
command "g_gametype 0 ; g_instantgib 2 ; map dm6ish"
}

votecommand is the command the client must execute. It may not contain spaces! displayname is the name displayed while the vote is going on command is the string that will be executed if the vote passws.

The above can be called using "/callvote custom ffa_custom" Typing "/callvote custom" will list the first 12 custom commands. The menu will show the first 12 entries.

About g_awardpushing 1:
With g_awardpushing 1
You fall into void, he shoots you, you /kill
Him: +1
You: 0

I consider using kill while falling to the void or burning in lava to be perfectly acceptable as death is unavoidable anyway. On a lot of OA maps you can fall for a long time before getting killed making a /kill very attractive or in team games even necessary.  If you /kill fast enough he cannot get a point unless it was him who sent you flying.
Is there a timeout for pushing?
In 0.8.1 there is a 3 (or 4, I don't remember) seconds timeout. In Beta 35 this has been reduced to 200 miliseconds but only time while safely on the ground is counted.

I considered (and still considering) only counting a push if a certain amount of force was inflicted but on some maps you can actually push a player rather far with rapid fire weapons. If you enable q_awardpushing (and it will be disabled by default) it is most likely to limit the amount of negative scores and in that case you would rather give two cheap kills than deny one actual kill.

About the restore system:
That allows you to change team or go spectating or even leave the game and only loose 1 point (0 if you are already dead). The game only remembers the last 32 players so you can be unlucky that it forgets you but it is still better than nothing.

About videoflags:
The game now forces vertex off by default. The system is inspired by the tournament mode suggested earlier. videoflags currently has 3 flags:
1 - basic lock - limits fov and zoomfov to 140
2 - extended lock - limits r_picmip, r_intensity, r_overbrightbits, r_gamma, etc. to sane values.
4 - vertex lock - disables vertex light on all clients.

cg_autovertex will automatically enable vertex if the lock is disengaged. For other cvars you will need a script to reset them.

And, finally, about crosshair colors and g_catchup.
The crosshair colors are possible the most interresting new thing. cg_crosshairHealth must be turned off for it to work.

g_catchup is by default disabled but if it is enabled it will reduce damage done to low scoring players by up 50% (rounded up).

The catchup cvar is targeted public servers: If it is set to 5 then the damage will be reduced by 5% for each frag above 5 that the target is behind. If the target has a higher score than the attacker 100% damage will always be dealt. If the target is at most 5 frags behind the attacker 100% damage will be dealt. Catchup can therefore not be used to overtake the firstplace (except by providing momentum). Catchup does not work in team games.


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on March 14, 2010, 11:55:40 AM
Nice changelog, seems you have better memory than our project leader ;) (and than me, because my french changelog isn't as much complete)


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 14, 2010, 12:04:49 PM
Ehrm... I have some sources to look. :D


Title: Re: 0.8.5 patch released!
Post by: Graion Dilach on March 14, 2010, 06:05:13 PM
But Angelyss/Retro is unmentioned.


Title: Re: 0.8.5 patch released!
Post by: chaoticsoldier on March 14, 2010, 11:57:49 PM
/cg_leienhancement (http://openarena.ws/board/index.php?topic=3386.msg28271#msg28271) also made it into 0.8.5
Switching it on lets you try out fromhell's test changes.

Great changelog by the way!


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 15, 2010, 06:00:19 AM
That's why I've said that there's some things missing. :D

Added.


Title: Re: 0.8.5 patch released!
Post by: sago007 on March 15, 2010, 11:59:48 AM
After the reminder about lei's effects I remembered some more changes since B44:

  • Prevent crash when the message in dom_point is null (only relevant to mappers)
  • Sound events to Double Domination
  • davidd's sort by humans
  • Added command "clients" that prints the correct client numbers for use with clientkick



Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 15, 2010, 12:55:35 PM
Added.


Title: Re: 0.8.5 patch released!
Post by: menganito on March 18, 2010, 12:11:36 PM
How to turn on wapon-dependant crosshair? I use a config like
bind e "weapon 1; cg_drawgun 1; sensitivity 9; cg_drawCrosshair 1; cg_crosshairSize 1"
The problem is, if my weapon changes due to no ammo, the crosshair doesn't change. Also, when i spectate, the crosshair stays the same and i think demos are the same. I mostly rely on crosshair to know what gun am i using (no drawgun), so auto-canging crosshairs would help a lot.


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 18, 2010, 01:39:04 PM
Try cg_chXsize <c.h.size> and cg_chX <c.h.id> where X is a number in the range 1..13.


Title: Re: 0.8.5 patch released!
Post by: fromhell on March 18, 2010, 04:10:39 PM
- UI restyling by Udi. In case you have not noticed, OA is now blue!
- New effects: rocket smoke, shotgun sparks, flares.
- New maps include:
 * am_underworks, am_underworks2, hydronex2 from ArmageddonMan
 * blitzkrieg3 from ArmageddonMan and Boczeq
 * oa_koth2 from cosmo
 * ps9ctf, ps37ctf from PsYthe
- Map improvments include ctf_compromise, ctf_gate1, ctf_inyard and oa_minia
- Angelyss team skins are more colorful
- 3 new player skins, one for Beret, one for Assassin and one for Angelyss
- New inclusion of the 'Challenge' system. Read here for details about it (http://code.google.com/p/oax/wiki/Challenges).
- Empty servers without humans with 'only humans' set is now really really empty
- Voting menu
- Different styles of weapon bars
- Various gameplay bugs fixed, like LMS survivor bug,
- New server admin system as explained here (http://code.google.com/p/oax/wiki/Admin).
- Bots are much improved and understand the gameplay objectives better of the latter gametypes (Harvester, Overload, etc)







I'm going to replace the news post with this. Did I forget anything? I'm trying for an abridged version here...


Title: Re: 0.8.5 patch released!
Post by: RMF on March 18, 2010, 05:09:09 PM
Quote
Did I forget anything?
-No black names anymore? :) ironic
-no double first character required anymore when you open the console, also ^ works without pressing space after it. But maybe too minor to note in the overview.
-colors are already visible when you type them
-that stats menu
-new icon (or is that included with the UI restyling)
-enter password for server via GUI instead of conosole
-framerate independent physics changed


Title: Re: 0.8.5 patch released!
Post by: heap on March 20, 2010, 10:15:00 AM
About heartbeats.

You now again need to set "+set com_dedicated 2" to get the server to send heartbeats. You can also use sv_public 1 to force even a listening server to send heartbeats.

thx sago.

ok I set com_dedicated 2 at startup and i tried to ser sv_public to 1 which is 0 at the moment, but that didnt work out because its write-protected or read-only.

and com_dedicated didnt bring my heartbeats back :(

any other ideas?



Title: Re: 0.8.5 patch released!
Post by: BCH32 on March 24, 2010, 09:08:44 AM
- New server admin system as explained here (http://code.google.com/p/oax/wiki/Admin).
So great !
I look to the admin_commands and it's empty :( http://code.google.com/p/oax/wiki/Admin_Commands
I see !slap in somewhere else.
If someone have another reference....


Title: Re: 0.8.5 patch released!
Post by: Neon_Knight on March 24, 2010, 10:32:39 AM
http://openarena.ws/board/index.php?topic=3019.0

Maybe this?

(It's my fault, I thought the material would be at the wiki)


Title: Re: 0.8.5 patch released!
Post by: unR on March 29, 2010, 03:03:15 AM
http://aur.archlinux.org/packages.php?O=0&K=openarena&do_Search=Go


Title: Re: 0.8.5 patch released!
Post by: vindimy on March 31, 2010, 02:45:53 PM
http://aur.archlinux.org/packages.php?O=0&K=openarena&do_Search=Go

Outdated debs and rpms. Does anyone know who made the Linux packages that are in repositories now? It'd be helpful to get their sources so that 0.8.5 packages could be made. Otherwise, one would have to start from scratch.


Title: Re: 0.8.5 patch released!
Post by: unR on April 01, 2010, 05:44:34 AM
for the arch repos its
# Maintainer: Arkham <arkham at archlinux dot us>
# Contributor: Christoph Zeiler <archNOSPAM_at_moonblade.dot.org>

you can mail to them
or create by urself
http://aur.archlinux.org/packages/openarena/openarena/PKGBUILD

dunno

edit:
someone commented on the package, he wrote the 0.85 pkgbuild
http://aur.pastebin.com/raw.php?i=JXf4Jww2

i'll try when I'm @ home


Title: Re: 0.8.5 patch released!
Post by: brettalton on April 10, 2010, 02:34:03 PM
Speaking of Linux/Debian/Ubuntu builds, I made a post about how to install OpenArena in Ubuntu and apply the 0.8.5 patch.

You can view it here: http://blog.brettalton.com/2010/04/10/installing-openarena-in-ubuntu-and-applying-patches/

I hope it's useful to some one :)


Title: Re: 0.8.5 patch released!
Post by: RMF on May 02, 2010, 03:54:10 PM
Someone (don't remember name, or i thought i did but appears wrong) couldn't register on this forum because .pl mail addresses appear to be blocked (he tried four). So I am posting this message for him:
0.8.5. screwed the game. He doesn't have a 9403403040593 graphics card and 398429gb of ram, so lightmaps screw it for him (and according to him you can't put it off).

Just forwarding the message. I didn't say I support theses statements ;)


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on May 03, 2010, 05:08:51 AM
It may be related to fairflags/videoflags, depending on the servers, but vertex lightning is still available in 0.8.5.


Title: Re: 0.8.5 patch released!
Post by: fromhell on May 03, 2010, 08:35:02 AM
it may also be related to having the worst video driver in the world. Update that

Damit, a Riva TNT is enough to run the game well and that's a chipset 12 years old


Title: Re: 0.8.5 patch released!
Post by: sago007 on May 03, 2010, 09:51:36 AM
Actually I worked with a GeForce 8400 that also was unable to display lightmaps with its Linux driver. Not speed wise but some textures was just black.

Likely the driver though 8400 is not properly not the highest priority to test.


Title: Re: 0.8.5 patch released!
Post by: GrosBedo on May 09, 2010, 01:14:07 PM
Please add a var to set the maximum callvote by person by session, and the possibility to disable it. We need it so people can freely change the gamemode on the League servers :

in g_local.h
#define   MAX_VOTE_COUNT      3


Title: Re: 0.8.5 patch released!
Post by: sartravut on August 05, 2010, 03:37:12 AM
Is my summary okay?


Title: Re: 0.8.5 patch released!
Post by: Gig on August 05, 2010, 04:25:09 AM
Is my summary okay?

What "summary"? Your post (and it's your first post in the forums!) is almost empty... where is the summary?


Title: Re: 0.8.5 patch released!
Post by: fromhell on August 05, 2010, 04:32:32 AM
spambot slipped past my fingers


Title: Re: 0.8.5 patch released!
Post by: Gig on August 05, 2010, 04:34:58 AM
Please add a var to set the maximum callvote by person by session, and the possibility to disable it. We need it so people can freely change the gamemode on the League servers :

in g_local.h
#define   MAX_VOTE_COUNT      3
You could try to ask it in another thread, maybe in "development" section of the forums (the maybe in this thread (http://openarena.ws/board/index.php?topic=3566.0)), or in the "idea pit" section.... and optionally add a link to that post in the "Wishlist" DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]here (http://([b).


Title: Re: 0.8.5 patch released!
Post by: Cacatoes on August 05, 2010, 04:51:24 AM
Already done: http://openarena.ws/board/index.php?topic=1908.msg33556#msg33556
Quote
* Added g_maxvotes to allow the server admin to pick a value.